The goal of this project was to reduce the operating cost of a massively multiplayer game by making its servers more scalable. To accomplish this task we implemented two methods for improving the scalability. These two improvements are a peer-to-peer sub-layer and a means for allowing a client to become a temporary server. To test the effectiveness of our two improvements we implemented an original massively multiplayer game. The results from our experiments show improvements in latency and processing load.
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